Mochu Yao explorer game

Dependencies:   mbed

Revision:
1:ed745421d8c4
Child:
2:89f04cd3bf45
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/item/item.h	Wed Apr 15 08:17:18 2020 +0000
@@ -0,0 +1,103 @@
+#ifndef ITEM_H
+#define ITEM_H
+
+#include "mbed.h"
+
+/** item Class
+* @the item class has three functions
+  1 generate an item in random position after one disappear
+  2 build the item's structer
+  3 build a barrier to increase difficulty
+* @date April 13th 2020
+* @author Yaomochu
+
+@code
+
+#include "mbed.h"
+#include "item.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include <cstdlib>
+#include <ctime>
+
+N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
+Gamepad gamepad;
+item _item;
+
+int _explorer_x;
+int _explorer_y;
+int _score;
+bool _collision_flag;
+
+int main()
+{
+  _item.init();
+  _explorer_x = 40;
+  _explorer_y = 15;
+  _player_score = 0;
+  srand(time(NULL));%this srand comment reqire the coin to get a random location value
+
+  while(1){
+  // If the player collides with the item,a flag will be set to run the interruprtion. player's score will be +1
+    if (_explorer_x == _item.get_x()&&(_explorer_y == _item.get_y() - 5))
+   {
+    _collision_flag = true;
+    _score++;
+  // the item will have a new random position and make a noise.
+    _item.set_item((rand()%100),(abs(rand()%100 - 10)));
+  // Place item on a constrained random position.
+    gamepad.tone(2000, 0.05);  // Make collection noise on buzzer.
+    
+// If the player collides with the barrier,a flag will be set to run the interruprtion. player's score will be -1
+    if (_explorer_x == _barrier.get_x()&&(_explorer_y == _barrier.get_y() - 5))
+   {
+    _collision_flag = true;
+    _score--;
+  // the barrier will have a new random position and make a noise.
+    _item.set_barrier((rand()%100),(abs(rand()%100 - 10)));
+  // Place barrier on a constrained random position.
+    gamepad.tone(3000, 0.05);  // Make collection noise on buzzer.
+    }
+
+    // than draw the next item on the lcd.
+    lcd.drawSprite(_item.get_x(),_item.get_y(),6,5,(int*)_item.get_item_sprite());
+    lcd.drawSprite(_barrier.get_x(),_barrier.get_y(),7,7,(int*)_barrier.get_barrier_sprite());
+  }
+}
+
+@endcode
+*/
+
+class item
+{
+public:
+    // Constructor and Destructor.
+    item();
+    ~item();
+
+    // Initialises Coin object.*/
+    void init();
+    //Generates the item and barrier. 
+    void generate_item();
+    //Sets the item coordinates.
+    //rand_x = a random number that determines the x coordinate
+    //rand_y = a random number that determines if the item's generated level
+    void set_item(int rand_x, int rand_y);
+    void set_barrier(int rand_dx, int rand_dy);
+    int *get_item_sprite();
+    int get_item_x();
+    int get_item_y();
+    int *get_barrier_sprite();
+    int get_barrier_bx();
+    int get_barrier_by();
+
+
+private:
+    int _x;
+    int _y;
+    int _bx;
+    int _by;
+    int _loop;
+    bool _rotate_item;
+};
+#endif
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